    <div class="refentry" id="glCreateShaderProgram">
      <div class="titlepage"></div>
      <div class="refnamediv">
        <h2>Name</h2>
        <p>glCreateShaderProgramv — create a stand-alone program from an array of null-terminated source code strings</p>
      </div>
      <div class="refsynopsisdiv">
        <h2>C Specification</h2>
        <div class="funcsynopsis">
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">GLuint <strong class="fsfunc">glCreateShaderProgramv</strong>(</code>
              </td>
              <td>GLenum <var class="pdparam">type</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLsizei <var class="pdparam">count</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>const char **<var class="pdparam">strings</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
        </div>
      </div>
      <div class="refsect1" id="parameters">
        <h2>Parameters</h2>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>type</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                Specifies the type of shader to create.
            </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>count</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                Specifies the number of source code strings in the array <em class="parameter"><code>strings</code></em>.
            </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>strings</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                Specifies the address of an array of pointers to source code strings from which to create the program object.
            </p>
            </dd>
          </dl>
        </div>
      </div>
      <div class="refsect1" id="description">
        <h2>Description</h2>
        <p>
            <code class="function">glCreateShaderProgramv</code> creates a program object containing compiled and linked
            shaders for a single stage specified by <em class="parameter"><code>type</code></em>. <em class="parameter"><code>strings</code></em>
            refers to an array of <em class="parameter"><code>count</code></em> strings from which to create the shader executables.
       </p>
        <p>
            <code class="function">glCreateShaderProgramv</code> is equivalent (assuming no errors are generated) to:
       </p>
        <pre class="programlisting">    const GLuint shader = glCreateShader(type);
    if (shader) {
        glShaderSource(shader, count, strings, NULL);
        glCompileShader(shader);
        const GLuint program = glCreateProgram();
        if (program) {
            GLint compiled = GL_FALSE;
            glGetShaderiv(shader, GL_COMPILE_STATUS, &amp;compiled);
            glProgramParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
            if (compiled) {
                glAttachShader(program, shader);
                glLinkProgram(program);
                glDetachShader(program, shader);
            }
            /* append-shader-info-log-to-program-info-log */
        }
        glDeleteShader(shader);
        return program;
    } else {
        return 0;
    }</pre>
        <p>
        The program object created by <code class="function">glCreateShaderProgramv</code> has its <code class="constant">GL_PROGRAM_SEPARABLE</code>
        status set to <code class="constant">GL_TRUE</code>.
    </p>
      </div>
      <div class="refsect1" id="errors">
        <h2>Errors</h2>
        <p>
            <code class="constant">GL_INVALID_ENUM</code> is generated if if <em class="parameter"><code>type</code></em> is not
            an accepted shader type.
        </p>
        <p>
            <code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>count</code></em> is
            negative.
        </p>
        <p>
            Other errors are generated if the supplied shader code fails to compile
            and link, as described for the commands in the pseudocode sequence above,
            but all such errors are generated without any side effects of executing those
            commands.
        </p>
      </div>
      {$pipelinestall}{$examples}
      <div class="refsect1" id="versions">
        <h2>API Version Support</h2>
        <div class="informaltable">
          <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
            <colgroup>
              <col style="text-align: left; "/>
              <col style="text-align: center; " class="firstvers"/>
              <col style="text-align: center; "/>
              <col style="text-align: center; " class="lastvers"/>
            </colgroup>
            <thead>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; ">

            </th>
                <th style="text-align: center; border-bottom: 2px solid ; " colspan="3">
                <span class="bold"><strong>OpenGL ES API Version</strong></span>
            </th>
              </tr>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>Function Name</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>2.0</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.0</strong></span>
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.1</strong></span>
            </th>
              </tr>
            </thead>
            <tbody>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; ">
                  <code class="function">glCreateShaderProgramv</code>
                </td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; ">✔</td>
              </tr>
            </tbody>
          </table>
        </div>
      </div>
      <div class="refsect1" id="seealso">
        <h2>See Also</h2>
        <p>
            <a class="citerefentry" href="glCreateShader"><span class="citerefentry"><span class="refentrytitle">glCreateShader</span></span></a>,
            <a class="citerefentry" href="glCreateProgram"><span class="citerefentry"><span class="refentrytitle">glCreateProgram</span></span></a>,
            <a class="citerefentry" href="glCompileShader"><span class="citerefentry"><span class="refentrytitle">glCompileShader</span></span></a>,
            <a class="citerefentry" href="glLinkProgram"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>
        </p>
      </div>
      <div class="refsect1" id="Copyright">
        <h2>Copyright</h2>
        <p>
            Copyright © 2010-2014 Khronos Group.
            This material may be distributed subject to the terms and conditions set forth in
            the Open Publication License, v 1.0, 8 June 1999.
            <a class="link" href="https://opencontent.org/openpub/" target="_top">https://opencontent.org/openpub/</a>.
        </p>
      </div>
    </div>
